DND 5E – Monk build help and touch mechanics – Also some item questions

first post/question here.

Right now I have a Level 13 Way of the Open Hand Monk (he hits 14 in the next long rest). And I am considering to multi-class after hitting level 17. Sacrificing the capstone and the +5 movement.

I currently have 20 DEX/WIS as a Variant Human. So my AC is 20, I have Bracers of Defense being made so when I attune to that I will have AC 22.

I do get my final unarmed die, my last proficiency bonus and my Quivering Palm when I hit 17, so I am thinking at this point is safest to multi-class.

My decision to do this is dependent on whether if the following setup works.

I wanted to take 2 levels in Fighter and 1 level in Cleric or just 3 Levels in Fighter with Rune Knight Archetype.

Fighter Level 2

Fighting Style: Mariner – This is mostly for the +1 AC for AC 23 with the bracers

Second Wind: Meh, can be useful, but this is just an added bonus.

Action Surge: Biggest reason I want Level 2 Fighter. Having a second action on a boss fight can be big, and with Quivering Palm, ending it in the same round on something that needs to die fast can be crucial. Or having 2 Quivering Palms in 3 turns.

IF I go Level 3 Fighter

Rune Knight – Fire Rune and Stone Rune would be my runes of choice.

Fire Rune does not cost a bonus action to invoke and can be invoked on a successful attack. It’s straight up 2d6 fire damage, but if it fails on a STR save, it is also shackled for 1 min and keeps getting hit with 2d6 until it finally saves.

Stone Rune can be invoked as a reaction on a target that ends his turn within 30 feet from me. It has to save on a WIS throw or become charmed for 1 min, leaving it incapacitated until it saves.

Giant Might – Also learned at 3rd level Rune Knight, for 1 min: become large, Advantage on STR saves/checks, extra 1d6 per turn on my unarmed/weapon strike (I also run Contact Poison when I can, can be 1d4/2d4/2d6 depending on potency added to Giant Might). This can be done as many times as my proficiency score. So at Level 17 Monk, 6 times before a long rest.

The Level 1 Cleric option

Inflict Wounds or Guiding Bolt – 3d10 or 4d6 with advantage on next attack… Since I am a Monk, I am confident I can make Inflict Wounds hit, especially since I have Stunning Strike. Guiding Bolt would be nice for advantage, but I have 2 other melees with me that we get advantage on enemies often, also knocking to the prone and Stunning Strike helps with advantage.

Shield of Faith – +2 to AC for 10 mins on a bonus action… With 20 WIS/DEX, +2 AC from Bracers of Defense, +1 AC from Mariner Fighting style, and Shield of Faith, I am looking at 25 AC. This will be one of my choices for a spell slot.

Cantrips for Cleric is kinda meh for me, I really just want the two Level 1 spell slots for the above. But I would go with Toll of the Dead and whatever else I decide on.

THE QUESTIONS

How does Inflict Wounds work? When I use a spell slot to do this and I go for the hit, does the hit use my Monk/Proficiency modifiers?

Does it count as an Attack Action? (I am new to Spells, as this is my first character in DnD 5E, with 2+ years in the making).

If it does hit, and is counted as an Attack Action, can I still use my bonus action to burn a Ki point and use Flurry of Blows after using Inflict Wounds?

How can I get a stronger Monk Weapon? I paid 6k Gold to get my bracers, but haven’t had much opportunity to get a strong weapon from any where in the game, so I had to pay for the bracers to be crafted…

Additional Info

Party make up is 1 Wizard, 1 Sorcerer (I think?), 1 Cleric (recent addition), Monk (Me) and a Ranger (when he shows up).

Feat: Lucky Weapon: Reg silvered quarter staff

16th Level Feat: Thinking Sentinel or Tough, since I only have 122 HP at Level 13 atm.

I have saved the party from dying with CC, high movement and high AC on more than one occasion. I want the new cleric to focus healing on the Wizard/Sorcerer/Ranger since they have lower AC than I do and I tend to disengage to assist when they are overwhelmed with something else that I am not already fighting. I was thinking of multi-classing into Ranger, but I don’t see a lot of good things from what I have read so far.

Our leveling system is based on Time Played and not EXP from kills, so more than likely we will hit Level 20.

Only have 3 levels to spare since I am going Level 17 WOTOH Monk. Any other suggestions I will consider.

Can a Way of Mercy monk heal him/herself? [duplicate]

The subclass description states "Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need."

But Hands of Healing states "At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier." With no specific inclusion or exclusion of yourself.

At first glance I interpret this as you can heal others but not yourself. Anyone have a different take?

Monk Level Advancement Combat Competitive Advantage


Question

Is there a fair way to give a character monk an advantage in the monk’s combat to advance a level in AD&D 1st edition? What has worked for you?

Definition

A Fair Competitive Advantage would be some inherently, built-in advantage like more hit points than the opponent. Or it could be an unarmed combat choice of skills per attack. But it does not allow a magic item which would violate the Lawful code of the Monk’s combat.

References

  • Unearthed Arcana (UA) describes Vanquishing as non-lethal combat on p109.
  • Dungeon Master’s Guide (DMG) describes Pummeling Grappling Overbearing on p72-73. It states,

"Monks: Even if grappled, pummeled, or overborne, monks are able to conduct open hand combat normally until stunned or unconscious."

  • The Player’s Handbook (PB) pages 30 to 32 PHB says
    • strictures 6)

    "The monk must find and defeat in single combat, hand-to-hand, without weapons or magic items…" "The loser of these combats loses enough experience points to place him or her at the lowest number possible to attain the level just below the new level."

    • stunning

    "the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monk’s ‘to hit’ die score exceeds the minimum number required by 5 or more."

Combat table

The combat tables show a 15% to 25% chance of stunning from levels 8 through 17. By level 9, a monk attacks twice per round or more. A monk could stun and then attack the stunned opponent up to 12 times at level 9 . This means the winner is effectively decided by the first one to stun.

Options

Things I thought of as a Fair Competitive Advantage so far are:

  1. The character has a 16 CON, but the NPC has <= 14 CON. The character would get 2 extra HP per level. But any NPC that made it through 2 or more combats would likely have a 16 CON anyway.
  2. Module X2 Castle Amber has encounters that reward a chance for permanent +d4 hit points or a permanent bless ( +1 hit +1 damage +1 save ). This is not enough to overcome an unlucky stun or 2 stuns.
  3. Some combination of pummel, grapple, overbear and monk hand to hand. Does a monk get multiple pummel, grapple, overbear attacks per round as the monk advances levels? For example, do you overbear once and then attack hand-to-hand the rest of the combat?
  4. Oriental Adventures (OA) The book contains differentiated martial arts styles, damage and AC. This question is about advantages or style differences not in the OA. It’s fine if that is the best solution, just wanted to know about other alternatives too.
  5. Is there some ability, module, monster, or encounter that provides a permanent Save vs Paralyzation when stunned instead of automatic stun?
  6. Can a monk self-heal (Special Ability E) while stunned?
  7. Something else you have used.

Context

Without an advantage, the monks have the same probability of hit points, same AC, same to-hit, and same damage. The winner is a coin toss, effectively doubling the experience needed for a monk to advance beyond level 8. What have you tried that allowed you to advance a monk through the higher levels?

3.5 Monk Ki Strike and Damage Resistance

Does a Level 4 Monk deal full damage against a creature with DR 5/Slashing?

From the D20 SRD regarding Damage Reduction: “The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.”

At Level 4, the Monk gains Ki Strike as a supernatural ability, allowing the strikes to be treated as magical for the purposes of damage reduction.

However, does the bit about being treated as Magic matter? The strikes are now a supernatural ability, and supernatural abilities bypass damage reduction. This interpretation would seem to make Ki Strike very broad, and the addition of the Lawful characteristic at level 10 superfluous.

I would expect that a monk would not be able to bypass DR 5/Slashing, but Rules As Written seems to be murky.

A new ki idea for increasing monk damage 5th edition

Is this idea for a Ki option for a monk starting at 2nd level balanced? Based on playing experience, are there any foreseeable problems with it?

Iron Palm

Immediately before you take the attack action on your turn, you can spend 1 ki point to increase your unarmed strike damage dice to the next rank. This lasts until the end of your turn, and does not effect hand held weapons or other monk weapons only the unarmed strikes.

Does a monk with Unarmored movement still have to make strength checks to “run”/”climb” a wall?

If a Level 9 (or higher) monk, with the Unarmored Movement feature, wanted to climb a 1000-ft sheer cliff, would they have to make strength checks every turn to see if they continue climbing, fall, or stay where they are? Or would they just keep going without making checks?

(Related question.)

Adding Incarnum-like capability to my Level 1 Human Vow of Poverty Monk

I wanted to try Vow of Poverty and a monk because I liked the idea of an ascetic melee fighter, but the limitations of vow of poverty about using magic items is tough. I do not want to slow down the party and would like to balance VOP by using magic item alternatives such as incarnum. The master usually doesn’t use house rules, but I could try to be convincing.

How do I add incarnum to my planned 1st-level monk character? The DM has not yet specified how ability scores are going to be determined, but we are using flaws.

How to calculate Attack Bonus as a 5th Level Monk

Starting out at 5th level, and I am not sure how to calculate attack bonus. The reason I have this question is because with the Martial Arts feat(?) it says that I would use DEX instead of STR for attack and damage rolls, so do I use DEX when calculating my attack bonus? Or do I still use STR for calculating my attack bonus (for an unarmed strike).

Strength is 11, so the STR modifier is 0 whereas Dexterity is 18, so the DEX modifier is 4. Proficiency bonus is 3.

So would my unarmed attack bonus be 3 or 7? Or am I missing something completely?

What feats and class features can grant a half-orc monk natural attacks?

I want to play a half-orc monk who specializes in combining unarmed strikes with natural attacks. By monk, I mean I’d at least like the character to be enough of a monk so that he benefits from the special abilities AC bonus and flurry of blows.

Are there class features or feats that enable my dream of a serene master of fist, tusk, and claw?

How is movement calculated when running up walls as a monk?

Picture this circumstance. I am a 5 foot tall level 9 Wood Elf Monk with Mobile. I have 60 feet of speed per turn, via:

  • 35 feet from Wood Elf feature
  • 10 feet from the Mobile feat
  • 15 feet from being a level 9 monk

And can run on walls via the monk’s Unarmored Movement class feature.

I am 15 feet away from a medium sized melee combatant in a 5 foot wide corridor with a 20 foot high ceiling.

Avoiding all attacks of opportunity against me and without using any attacks from me and only the wall movement + speed listed, what is my maximum possible remaining movement to be on the other side of the combatant, out of range, with this setup?

To simplify this, I want to run up the wall, around the guy, without giving him a chance to hit me with his 5 foot range, and still have as much movement possible.

You know, normal Monk things.


My main concern is how the movement starts, and how diagonals work while wall running. Do I spend 5 feet to start “wall running” in the same square I’m in, or do I start by spending 5 feet to be 10 feet in the air? Can I simultaneously move forward while moving up?

I’ve also considered the potential of dropping while on the wall to conserve movement (presumably 10 feet past the combatant), and I want to suggest that for anyone to consider it themselves as a potential part of the answer.

Considering how abstract this question is, there may not be an official answer in 5e, but references to prior editions/Pathfinder on this topic would be valid substitutes.